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Truly 'Homebrew' - Using Local Area IRL to create Fantasy Settings
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<blockquote data-quote="SWBaxter" data-source="post: 3125308" data-attributes="member: 27926"><p>I'm a pretty big fan of using real-world maps for my campaigns, just makes the work easier. My <em>Arcana Unearthed</em> setting, for example, bears an uncanny resemblance to the east coast of North America (though as of yet no player has seen a sufficiently large-scale map to realize that). I have a D&D campaign sketched out that takes place in an area very like coastal British Columbia and Vancouver Island, which is where I now live.</p><p></p><p>Generally, I change the names so it's not immediately obvious what's going on. It's usually also necessary to adjust population centers - there's fewer people in a D&D-type world, and some locations that make sense for towns in our world (such as where rail lines meet) don't necessarily translate to a campaign world all that well. At that point it's entirely possible the players will never know what "inspired" the geography unless you show 'em the big picture.</p><p></p><p>Oh, another nice aspect of a local campaign is weather - weather adds a little authenticity to a campaign but can be a pain to randomly generate, using a real world location allows you to bypass any random weather tables and just use actual records and forecasts.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 3125308, member: 27926"] I'm a pretty big fan of using real-world maps for my campaigns, just makes the work easier. My [i]Arcana Unearthed[/i] setting, for example, bears an uncanny resemblance to the east coast of North America (though as of yet no player has seen a sufficiently large-scale map to realize that). I have a D&D campaign sketched out that takes place in an area very like coastal British Columbia and Vancouver Island, which is where I now live. Generally, I change the names so it's not immediately obvious what's going on. It's usually also necessary to adjust population centers - there's fewer people in a D&D-type world, and some locations that make sense for towns in our world (such as where rail lines meet) don't necessarily translate to a campaign world all that well. At that point it's entirely possible the players will never know what "inspired" the geography unless you show 'em the big picture. Oh, another nice aspect of a local campaign is weather - weather adds a little authenticity to a campaign but can be a pain to randomly generate, using a real world location allows you to bypass any random weather tables and just use actual records and forecasts. [/QUOTE]
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